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Talisman Board Game

Board Games > Fantasy
RRP: £34.99
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Talisman is a fantasy board game for 2-6 people. Players control a myriad of characters, from warriors to a powerful sorcerer. In this perilous adventure play centres around the journey of these gallant heroes to find and claim the Crown of command, a magical artefact with the power to make its bearer the true ruler of the kingdom.

Contents:

  • 1 enormous full-colour 6-fold playing board 788mm x 526mm
  • 14 full-colour Character Cards and Character Pieces
  • 104 full-colour Adventure Cards
  • 24 full-colour Spell Cards
  • 28 full-colour Purchase Cards
  • 4 full-colour Talisman, 4 Toad, 4 Alignment Change Cards
  • 6 six sided dice for movement and combat
  • Clear and concise rules with additional rules for speedy play
  • New plastic Craft, Strength, Life and Gold counters
Talisman XBLA Conversion – What Went Wrong?[Board Game News]
XBLA Version of Talisman Cancelled[Board Game News]
Return of the Heroes - 4 Way comparison of Return of the Heroes, Rune[BGG Reviews]
Runebound Second Edition - Runebound vs. Talisman 2nd edition.[BGG Reviews]
TalismanStudio: Talisman Studios Gen Con Plans[Gaming Report]

Talisman - The Magical Quest Game

The many editions of this game, is a testament to it's quality. I have one thing to say against it: It can have a tendency to draw out, and last almost forever.
But on the plus side, it's a fine game, with many hours of many games all with different paths and outcomes.
The multitude of available characters makes every game potentially different, or - alternatively - seasoned players can choose their favorites, or try out new tactics with new characters.
Rules are simple, quick to read, easy to look up when you're in doubt. You can get playing very fast. Gameplay consists of a lot of exploring the board (for new players) or mostly Grinding (for the more experienced players), to improve your character's stats and gear. That way, you're readu to face the harder challenges further into the game. Basically, the game board is divided into 3 sections, getting smaller and harder towards the middle In there, the object of all desire lies - The Crown of Command - and the way to victory. The outer ring is where you start, moving from field to field, facing various encounters, monsters, events, strangers etc. All defined by the Advanture cards you draw in these spaces. This is one of the factors that makes the game variable every time. Also, there are some special spaces, representing the more fixed locations with more predictable results, Chapels, Towns and Villages etc. Once you feel ready, you can enter the second ring. Or you can try to, because this is a sub-quest of itself. Further on, you need to be really ready to enter the third ring. This beeline for the Crown often has fatal or unexpected results, so it may easily take many tries to get there. All the while, the events unfolding on all the different spaces, will either help, hamper or cause major setbacks.
The Characters are widely varied, and although they only have two real Stats - Strength and Craft, they're different because of their special abilities, and perhaps magic. Strength is used almost solely for fighting, and some brute force stuff. Craft is a measure of all other skills, mental and perhaps also dexterous. It is used to fight psychic combat against spirits, defined your abilities to have and cast spells, and some of the more delicate work, needed in certain specific spaces.

The artwork is of high quality, giving both inspirations of fantasy and humour, with the details and style. So, lots to look at on the board, cards and tokens.

The previous edition has both a line of supplements - something you can hope this new edition will have as well - various additions in White Dwarf magazine, and metal miniatures you could paint yourself.

All in all, a good and fun game, with tried and tested themes, but nothing revolutionary. But then again, how often is a game revolutionary and innovative?
Rating: 6.0
Reviewed by: ultraviolet
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